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Messages - Phenir

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61
General Discussion / Re: I am a monster.
« on: March 31, 2024, 11:48:54 AM »
If you don't like being genocidal, there's options if you don't mind using mods. Nexerelin lets you conquer planets instead and, assuming you're not commissioned to any faction, you can give up control of them to allies. I like giving conquered worlds over to Tri-Tachyon so I can get more of their post-crisis accessibility bonus.
You don't even need mods. Just finishing their respective crisis makes them stop. Well, LP can't be stopped without the PK but you get what I mean.
So basically, OP killed all those people for no good reason.

62
General Discussion / Re: I love the slipstream mechanics
« on: March 30, 2024, 02:15:49 PM »
In fact, they get in the way. The benefits are very doubtful, the challenge is how to break down them. Out of a hundred, only one is on the way, I think...
From a fuel efficiency perspective, it is always correct to take slipstreams even if they don't lead directly to the place you want. Especially so if you have the efficiency upgrade from the event. I'd say even if you wanted to go somewhere on the opposite side of the core worlds (fringe to fringe), it's better to take slipstreams around the core worlds to get there. ~1/16th fuel cost is just too good to pass up. Possibly even better than taking a gate. Certainly not as fast though of course but that is the trade off. Take slipstreams and take a little longer, costing supplies, or take a gate and spend more fuel while getting there faster.
As for them being in the way, it's not that big a deal imo. You might get off course by a light year. They save way more fuel if you use them than they cost when they are in the way.

63
Modding / Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
« on: March 30, 2024, 11:51:11 AM »
I have to comment on the change to two hullmods according to the OP.
Dedicated targeting core: The reason this has an smod bonus in vanilla is so a player can build it in before getting ITU and not feel like they are missing out on the range from ITU, or feel like they should avoid building it in because they will eventually get ITU. See this post from inventor raccoon suggesting and alex's response
Augmented drive field: The reason this has an smod bonus in vanilla is because building it in on a combat ship sacrifices combat potential for campaign stats. See the patch notes for patch .96a
Logistics hullmods have a significant bonus regardless of their cost (since it's still a sacrifice in combat power)
Not saying you shouldn't make these changes if you really want to, just that the stated reasoning for doing so is flawed.

64
General Discussion / Re: Alabaster drop manipulation
« on: March 29, 2024, 06:50:40 PM »
In my test one hypershunt had torpedo + particle and the other one had particle x2 but I got all 4. So I guess it's not 100% but it's pretty likely.

65
General Discussion / Re: Alabaster drop manipulation
« on: March 29, 2024, 12:52:19 PM »
...I would've thought drops were based on equipped weapons, which themselves are based on how to counter your fleet with the Dorito afaik
I don't think the initial fit of a cruiser dorito is based on your fleet, which is where the large slot drop would come from. The ships that come after defeating one though do change fit based on surrounding fleet but do those actually add to the drop pool?
There is a thread somewhere on here where I explained that you could increase drops by increasing salvaging, as salvaging increases all weapon drops. Alex said this shouldn't be the case and made a fix so differing salvaging % doesn't affect drop rate for Omega weapons.
It was said, implied, or I thought it was said or implied that the drops are based on sector seed.
This is the thread you are referencing. That thread is only talking about the hypershunt fights, at least initially when Alex responded. And after some testing their drops are indeed fixed based on something, most likely the seed and/or the cruiser's loadouts which themselves are probably based on the seed. You will always get the large they have mounted but in my testing I also got several srms which they can't have and even a flamer they didn't have. But what about the bounty? Do the shards adaptive loadouts (which the cruisers do not have) affect what you get from the bounty?

66
Falcons have 9 burn and falcon ps have 11. Furies have 9 burn too.
If you just want 20 burn, consider getting some Oxes. 2 let 8 burn ships (all cruisers except civilian ships but bulk transport does exist) reach 20 burn with navigation. 4 for 7 burn (all capitals except the invictus). With built in efficiency and insulated engines, their campaign penalties get mitigated a lot.
For capital, prometheus mk 2 matches the executor in speed, maybe even faster thanks to burn drive and it is much cheaper on dp so you can field several of them or escorts, mitigating enemy swarming. Could also just not use capitals. Wide fleets are a thing, especially with SD.

67
General Discussion / Re: Alabaster drop manipulation
« on: March 29, 2024, 05:46:27 AM »
...I would've thought drops were based on equipped weapons, which themselves are based on how to counter your fleet with the Dorito afaik
I don't think the initial fit of a cruiser dorito is based on your fleet, which is where the large slot drop would come from. The ships that come after defeating one though do change fit based on surrounding fleet but do those actually add to the drop pool?

68
Just so you know, PL is the only faction you can "join". You can take a commission with almost anyone though but the only benefit is the pay.

69
General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: March 28, 2024, 10:45:31 AM »
The OP cost of the hullmod is offset by the fact that tac lasers are 4 OP, while IR pulses are 5. With enough small slots you barely pay anything extra.

HSA tac lasers have better range and better flux efficiency. The difference is significant. The downside is lower DPS/slot, but with so many small slots it becomes irrelevant.
You'd need to be mounting a lot of smalls for tac laser reduced op cost to pay for hsa.
Pulse lasers have almost twice the dps of hsa tac lasers. Even with like 6 smalls (odyssey broadside), you'd be choosing between 912 dps vs 495 dps and the tac lasers paid for less than a third of the cost of hsa.

70
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 27, 2024, 08:24:35 AM »
The latter can survive but can only kill frigates and destroyers. The reason it works it time acceleration increases both the DPS and hit strength of beam weaponry.

I have never understood how the timeflow mechanic works. Can you explain?
Everything the ship does is faster from the observer's point of view. Acceleration, movement, shooting, turning, dissipation, reloading, ppt and cr degradation. Projectile speed not affected. From the timeflow ship's perspective, everything else acts slower. It's very obvious if you watch another ship do it rather pilot a timeflow ship yourself but even then, you can just watch as your projectiles end up closer together because you are shooting faster and enemy projectiles appear to move much slower. Also pretty apparent when piloting a phase ship as phase gives 3x timeflow.
Beams' hit strength is half their dps so increasing their dps (for burst beams, it is half of their dps while active) via timeflow increases their hit strength. Well, I'm not sure if timeflow specifically actually increases their hit strength but I understand the reasoning behind why it could.

71
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
« on: March 26, 2024, 02:30:07 PM »
Ok, it seems to be a conflict with advanced gunnery control.

72
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
« on: March 26, 2024, 02:11:23 PM »
The vila bolt converger doesn't work correctly under manual control for me. It fires and then the bolts shoot back towards the ship instead of towards the cursor. It works fine under autofire though.
Works fine on my end, so might be an unexpected interaction with some modiverse hullmod perhaps?
It happens even just using stock variant in one of the missions. I'll try disabling mods until it works and get back to you.

73
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 01:50:56 PM »
Tachyon-Lance Paragon is good with HSA, as it has still has 1200 range at base. (1000-200)/2+200 =600 * 2 = 1200. With a max of 1290, 1200+ 600*.15 (GI) = 1290.
I don't use it as mods showed me that any hardflux weapon that can hit through shields is disgustingly broken, and I want nothing to do with it. For reference, the max range of other capital energy weaponry is 1225. 700*1.75 (ITU+GI) = 1225
You shouldn't compare it to other capitals using energy weapons, you should compare it other energy weapons on the paragon. 700 range energies on the paragon reach 1505 and have a lot more dps. Tachyon wins on hit strength though I think, and the shield piercing like you mentioned. So you give up close to 200 range and some (a lot compared to plasma cannon) dps for hit strength + emp.
I think it's not worth it. Tachyon is better off with the extra range so something that manages to get in that close needs to get further away before its safe. And if it's backpedaling, it has high flux meaning a tachyon or 2 can probably force it to drop shield/overload and take armor/hull damage.
Interesting, but sounds rudimentary to needlers hard flux output.
But needlers do nothing to armor/hull though, which the tachyon destroys. Not that it's competing against needlers anyway.

74
General Discussion / Re: Question: Colony Fleet Sizes
« on: March 26, 2024, 12:02:49 PM »
I'll check if it adds up when I'm next on however I noticed the fleet size didn't go up when the colony went up in size.

My colony fleets are influenced by whichever has the biggest because of interstellar relays on each system
Interstellar relays are a mod addition so any rules on fleet size go out the window, sorry.

75
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
« on: March 26, 2024, 11:13:36 AM »
The vila bolt converger doesn't work correctly under manual control for me. It fires and then the bolts shoot back towards the ship instead of towards the cursor. It works fine under autofire though.

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